mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 12:13:25 +00:00
Add example for pixel-perfect grid snapping in 2D (#8112)
# Objective Provide an example of how to achieve pixel-perfect "grid snapping" in 2D via rendering to a texture. This is a common use case in retro pixel art game development. ## Solution Render sprites to a canvas via a Camera, then use another (scaled up) Camera to render the resulting canvas to the screen. This example is based on the `3d/render_to_texture.rs` example. Furthermore, this example demonstrates mixing retro-style graphics with high-resolution graphics, as well as pixel-snapped rendering of a `MaterialMesh2dBundle`.
This commit is contained in:
parent
ac58a5fe57
commit
8067e46049
6 changed files with 180 additions and 56 deletions
11
Cargo.toml
11
Cargo.toml
|
@ -489,13 +489,12 @@ category = "2D Rendering"
|
|||
wasm = true
|
||||
|
||||
[[example]]
|
||||
name = "pixel_perfect"
|
||||
path = "examples/2d/pixel_perfect.rs"
|
||||
doc-scrape-examples = true
|
||||
name = "pixel_grid_snap"
|
||||
path = "examples/2d/pixel_grid_snap.rs"
|
||||
|
||||
[package.metadata.example.pixel_perfect]
|
||||
name = "Pixel Perfect"
|
||||
description = "Demonstrates pixel perfect in 2d"
|
||||
[package.metadata.example.pixel_grid_snap]
|
||||
name = "Pixel Grid Snapping"
|
||||
description = "Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D"
|
||||
category = "2D Rendering"
|
||||
wasm = true
|
||||
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 560 B |
Binary file not shown.
Before Width: | Height: | Size: 182 B After Width: | Height: | Size: 3.2 KiB |
174
examples/2d/pixel_grid_snap.rs
Normal file
174
examples/2d/pixel_grid_snap.rs
Normal file
|
@ -0,0 +1,174 @@
|
|||
//! Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
|
||||
|
||||
use bevy::{
|
||||
prelude::*,
|
||||
render::{
|
||||
camera::RenderTarget,
|
||||
render_resource::{
|
||||
Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
|
||||
},
|
||||
view::RenderLayers,
|
||||
},
|
||||
sprite::MaterialMesh2dBundle,
|
||||
window::WindowResized,
|
||||
};
|
||||
|
||||
/// In-game resolution width.
|
||||
const RES_WIDTH: u32 = 160;
|
||||
|
||||
/// In-game resolution height.
|
||||
const RES_HEIGHT: u32 = 90;
|
||||
|
||||
/// Default render layers for pixel-perfect rendering.
|
||||
/// You can skip adding this component, as this is the default.
|
||||
const PIXEL_PERFECT_LAYERS: RenderLayers = RenderLayers::layer(0);
|
||||
|
||||
/// Render layers for high-resolution rendering.
|
||||
const HIGH_RES_LAYERS: RenderLayers = RenderLayers::layer(1);
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest()))
|
||||
.insert_resource(Msaa::Off)
|
||||
.add_systems(Startup, (setup_camera, setup_sprite, setup_mesh))
|
||||
.add_systems(Update, (rotate, fit_canvas))
|
||||
.run();
|
||||
}
|
||||
|
||||
/// Low-resolution texture that contains the pixel-perfect world.
|
||||
/// Canvas itself is rendered to the high-resolution world.
|
||||
#[derive(Component)]
|
||||
struct Canvas;
|
||||
|
||||
/// Camera that renders the pixel-perfect world to the [`Canvas`].
|
||||
#[derive(Component)]
|
||||
struct InGameCamera;
|
||||
|
||||
/// Camera that renders the [`Canvas`] (and other graphics on [`HIGH_RES_LAYERS`]) to the screen.
|
||||
#[derive(Component)]
|
||||
struct OuterCamera;
|
||||
|
||||
#[derive(Component)]
|
||||
struct Rotate;
|
||||
|
||||
fn setup_sprite(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
// the sample sprite that will be rendered to the pixel-perfect canvas
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("pixel/bevy_pixel_dark.png"),
|
||||
transform: Transform::from_xyz(-40., 20., 2.),
|
||||
..default()
|
||||
},
|
||||
Rotate,
|
||||
PIXEL_PERFECT_LAYERS,
|
||||
));
|
||||
|
||||
// the sample sprite that will be rendered to the high-res "outer world"
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("pixel/bevy_pixel_light.png"),
|
||||
transform: Transform::from_xyz(-40., -20., 2.),
|
||||
..default()
|
||||
},
|
||||
Rotate,
|
||||
HIGH_RES_LAYERS,
|
||||
));
|
||||
}
|
||||
|
||||
/// Spawns a capsule mesh on the pixel-perfect layer.
|
||||
fn setup_mesh(
|
||||
mut commands: Commands,
|
||||
mut meshes: ResMut<Assets<Mesh>>,
|
||||
mut materials: ResMut<Assets<ColorMaterial>>,
|
||||
) {
|
||||
commands.spawn((
|
||||
MaterialMesh2dBundle {
|
||||
mesh: meshes.add(Mesh::from(shape::Capsule::default())).into(),
|
||||
transform: Transform::from_xyz(40., 0., 2.).with_scale(Vec3::splat(32.)),
|
||||
material: materials.add(ColorMaterial::from(Color::BLACK)),
|
||||
..default()
|
||||
},
|
||||
Rotate,
|
||||
PIXEL_PERFECT_LAYERS,
|
||||
));
|
||||
}
|
||||
|
||||
fn setup_camera(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
|
||||
let canvas_size = Extent3d {
|
||||
width: RES_WIDTH,
|
||||
height: RES_HEIGHT,
|
||||
..default()
|
||||
};
|
||||
|
||||
// this Image serves as a canvas representing the low-resolution game screen
|
||||
let mut canvas = Image {
|
||||
texture_descriptor: TextureDescriptor {
|
||||
label: None,
|
||||
size: canvas_size,
|
||||
dimension: TextureDimension::D2,
|
||||
format: TextureFormat::Bgra8UnormSrgb,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
usage: TextureUsages::TEXTURE_BINDING
|
||||
| TextureUsages::COPY_DST
|
||||
| TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: &[],
|
||||
},
|
||||
..default()
|
||||
};
|
||||
|
||||
// fill image.data with zeroes
|
||||
canvas.resize(canvas_size);
|
||||
|
||||
let image_handle = images.add(canvas);
|
||||
|
||||
// this camera renders whatever is on `PIXEL_PERFECT_LAYERS` to the canvas
|
||||
commands.spawn((
|
||||
Camera2dBundle {
|
||||
camera: Camera {
|
||||
// render before the "main pass" camera
|
||||
order: -1,
|
||||
target: RenderTarget::Image(image_handle.clone()),
|
||||
..default()
|
||||
},
|
||||
..default()
|
||||
},
|
||||
InGameCamera,
|
||||
PIXEL_PERFECT_LAYERS,
|
||||
));
|
||||
|
||||
// spawn the canvas
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: image_handle,
|
||||
..default()
|
||||
},
|
||||
Canvas,
|
||||
HIGH_RES_LAYERS,
|
||||
));
|
||||
|
||||
// the "outer" camera renders whatever is on `HIGH_RES_LAYERS` to the screen.
|
||||
// here, the canvas and one of the sample sprites will be rendered by this camera
|
||||
commands.spawn((Camera2dBundle::default(), OuterCamera, HIGH_RES_LAYERS));
|
||||
}
|
||||
|
||||
/// Rotates entities to demonstrate grid snapping.
|
||||
fn rotate(time: Res<Time>, mut transforms: Query<&mut Transform, With<Rotate>>) {
|
||||
for mut transform in &mut transforms {
|
||||
let dt = time.delta_seconds();
|
||||
transform.rotate_z(dt);
|
||||
}
|
||||
}
|
||||
|
||||
/// Scales camera projection to fit the window (integer multiples only).
|
||||
fn fit_canvas(
|
||||
mut resize_events: EventReader<WindowResized>,
|
||||
mut projections: Query<&mut OrthographicProjection, With<OuterCamera>>,
|
||||
) {
|
||||
for event in resize_events.read() {
|
||||
let h_scale = event.width / RES_WIDTH as f32;
|
||||
let v_scale = event.height / RES_HEIGHT as f32;
|
||||
let mut projection = projections.single_mut();
|
||||
projection.scale = 1. / h_scale.min(v_scale).round();
|
||||
}
|
||||
}
|
|
@ -1,49 +0,0 @@
|
|||
//! Renders a 2D scene containing pixelated bevy logo in a pixel perfect style
|
||||
|
||||
use bevy::prelude::*;
|
||||
|
||||
fn main() {
|
||||
App::new()
|
||||
.add_plugins(DefaultPlugins.set(
|
||||
// This sets image filtering to nearest
|
||||
// This is done to prevent textures with low resolution (e.g. pixel art) from being blurred
|
||||
// by linear filtering.
|
||||
ImagePlugin::default_nearest(),
|
||||
))
|
||||
.add_systems(Startup, setup)
|
||||
.add_systems(Update, sprite_movement)
|
||||
.run();
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
enum Direction {
|
||||
Left,
|
||||
Right,
|
||||
}
|
||||
|
||||
fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
|
||||
commands.spawn(Camera2dBundle::default());
|
||||
commands.spawn((
|
||||
SpriteBundle {
|
||||
texture: asset_server.load("pixel/bevy_pixel_dark.png"),
|
||||
transform: Transform::from_xyz(100., 0., 0.),
|
||||
..default()
|
||||
},
|
||||
Direction::Right,
|
||||
));
|
||||
}
|
||||
|
||||
fn sprite_movement(time: Res<Time>, mut sprite_position: Query<(&mut Direction, &mut Transform)>) {
|
||||
for (mut logo, mut transform) in &mut sprite_position {
|
||||
match *logo {
|
||||
Direction::Right => transform.translation.x += 30. * time.delta_seconds(),
|
||||
Direction::Left => transform.translation.x -= 30. * time.delta_seconds(),
|
||||
}
|
||||
|
||||
if transform.translation.x > 200. {
|
||||
*logo = Direction::Left;
|
||||
} else if transform.translation.x < -200. {
|
||||
*logo = Direction::Right;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -102,7 +102,7 @@ Example | Description
|
|||
[Mesh 2D](../examples/2d/mesh2d.rs) | Renders a 2d mesh
|
||||
[Mesh 2D With Vertex Colors](../examples/2d/mesh2d_vertex_color_texture.rs) | Renders a 2d mesh with vertex color attributes
|
||||
[Move Sprite](../examples/2d/move_sprite.rs) | Changes the transform of a sprite
|
||||
[Pixel Perfect](../examples/2d/pixel_perfect.rs) | Demonstrates pixel perfect in 2d
|
||||
[Pixel Grid Snapping](../examples/2d/pixel_grid_snap.rs) | Shows how to create graphics that snap to the pixel grid by rendering to a texture in 2D
|
||||
[Sprite](../examples/2d/sprite.rs) | Renders a sprite
|
||||
[Sprite Flipping](../examples/2d/sprite_flipping.rs) | Renders a sprite flipped along an axis
|
||||
[Sprite Sheet](../examples/2d/sprite_sheet.rs) | Renders an animated sprite
|
||||
|
|
Loading…
Reference in a new issue